/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef SC_FOLLOWERAI_H
#define SC_FOLLOWERAI_H

#include "ScriptSystem.h"

enum eFollowState
{
    STATE_FOLLOW_NONE = 0x000, STATE_FOLLOW_INPROGRESS = 0x001,          //must always have this state for any follow
    STATE_FOLLOW_RETURNING = 0x002,          //when returning to combat start after being in combat
    STATE_FOLLOW_PAUSED = 0x004,          //disables following
    STATE_FOLLOW_COMPLETE = 0x008,          //follow is completed and may end
    STATE_FOLLOW_PREEVENT = 0x010,          //not implemented (allow pre event to run, before follow is initiated)
    STATE_FOLLOW_POSTEVENT = 0x020
//can be set at complete and allow post event to run
};

class FollowerAI: public ScriptedAI
{
public:
    explicit FollowerAI(Creature* pCreature);
    ~FollowerAI()
    {
    }

    //virtual void WaypointReached(uint32 uiPointId) = 0;

    void MovementInform(uint32 uiMotionType, uint32 uiPointId);

    void AttackStart(Unit*);

    void MoveInLineOfSight(Unit*);

    void EnterEvadeMode();

    void JustDied(Unit*);

    void JustRespawned();

    void UpdateAI(const uint32);          //the "internal" update, calls UpdateFollowerAI()
    virtual void UpdateFollowerAI(const uint32);          //used when it's needed to add code in update (abilities, scripted events, etc)

    void StartFollow(Player* pPlayer, uint32 uiFactionForFollower = 0, const Quest* pQuest = NULL);

    void SetFollowPaused(bool bPaused);          //if special event require follow mode to hold/resume during the follow
    void SetFollowComplete(bool bWithEndEvent = false);

    bool HasFollowState(uint32 uiFollowState)
    {
        return (m_uiFollowState & uiFollowState);
    }

protected:
    Player* GetLeaderForFollower();

private:
    void AddFollowState(uint32 uiFollowState)
    {
        m_uiFollowState |= uiFollowState;
    }
    void RemoveFollowState(uint32 uiFollowState)
    {
        m_uiFollowState &= ~uiFollowState;
    }

    bool AssistPlayerInCombat(Unit* pWho);

    uint64 m_uiLeaderGUID;
    uint32 m_uiUpdateFollowTimer;
    uint32 m_uiFollowState;

    const Quest* m_pQuestForFollow;          //normally we have a quest
};

#endif
